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    posted a message on [1.12.2 Modded Adv] Pixelmon Johto - Pokemon's Johto and Kanto (HeartGold, SoulSilver & Crystal) recreated [150,000+ Downloads]
    Quote from Jond22»
    Must be a bug. It should clear it from your inventory while in the daycare, and give you an egg. I'll look into that. Thanks!

    Not sure if this will help or not, but I'm encountering pixelmon spawning issues, too. The only pixelmon around are those that are native to the Jungle biome. Is there anyway for me to see if the redstone, altogether, is functioning correctly on my end? Perhaps command blocks are getting screwy when I first start up the map (I've started anew a couple times with the same results). Feel free to PM me if you are looking for more information.

    Pixelmon 3.2.9 on Minecraft 1.7.10 using Map v1.1
    Posted in: Maps
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    posted a message on [1.12.2 Modded Adv] Pixelmon Johto - Pokemon's Johto and Kanto (HeartGold, SoulSilver & Crystal) recreated [150,000+ Downloads]
    First off, excellent job on the map!

    How are odd egg containers supposed to be used? I bought one from the daycare merchant, but I can't figure out what to do with it. At the moment, it is just sitting in my inventory. If I place it, it just acts as a normal hay bale.
    Posted in: Maps
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from Mencken_Fan

    1.) Double clicking the Forge installation jar doesn't run anything, it only reveals what's inside.
    2.) I've been to the Forge forums; didn't find anything useful within a reasonable time so gave up on that.
    3.) Ignorance means "lacking knowledge of" so yes, I'm ignorant in some aspects of using custom content.
    3.) "Stop wasting our time and energy" implies you speak for everyone. Did I miss an election?
    4.) Funny you should say "do your own research and read for once" -- because research and reading is my primary activity in life. Being a "grade level 17 reader" I'm quite capable. It's the writing of others that worries me.


    There is no functionality with Java that extracts/explores the contents of a Jar file. If I had to guess, you have an archive utility (such as 7zip or iZip) that is set as the default program to handle Jar files. The tip off that this was not normal is that another program opens (or is used).

    When you install Java, it associates jar files with an application called "Jar Loader". I guess that something else changed that. If you right click it, try to see if you can run it using Jar Launcher in the "Open With..." menu item or equivalent. If it isn't present, do the following:
    For Mac: Click "Other" and navigate to /System/Library/CoreServices/Jar Launcher.app.
    For Windows: Open with java.exe. I believe you can find this in the equivalent to Program Files/Java
    These application is what is used to start a program packaged in a Jar file.

    Your difficulty here is not a Magic Launcher problem. It is not even a Forge problem. It is a simple Java problem. I'm surprised that someone of your "reading level" (lol) failed to be able to solve their own problem by Googling "How to run a jar file".

    We had no information with which to help you. I have no idea what OS you are running. I had no idea what you were experiencing until you were prompted. Your configuration was abnormal, which is why we could not relate to your confusion. The default behavior is that you double click the jar and it runs. It is not our fault that your machine somehow deviates from this behavior. Instead you chose to insult our ability to read your mind and troubleshoot an issue under unknown circumstances. What is the matter with people like you?
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from Mencken_Fan

    Here we go again.... HOW?


    I answered this already. Double click it.
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from RockmanFreddy

    i can use tmi and modloader, they are installed correctly but i always get this:

    *** MagicMinecraftLauncher 1.1.7 ***
    LCP: /Users/edmundscott/Desktop/Mods/tmi 1.6.2.zip;/Users/edmundscott/Desktop/Mods/modloader 1.6.2.zip;/Users/edmundscott/Library/Application Support/minecraft/versions/1.6.2/1.6.2.jar;bin/jinput.jar;bin/lwjgl.jar;bin/lwjgl_util.jar
    MainClass: net.minecraft.client.Minecraft
    java.lang.ClassNotFoundException: net.minecraft.client.Minecraft
    at java.net.URLClassLoader$1.run(URLClassLoader.java:202)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
    at magic.launcher.Launcher.main(Unknown Source)

    what is wrong???


    Run the original launcher at least once before using Magic Launcher. It has to actually download Minecraft (plus the necessary files and libraries) before Magic Launcher can use it. Be sure to also follow the directions for 1.6.2 as illustrated in the original post.

    Quote from Mencken_Fan

    Okay --- the file on my desktop is a jar file and not a zip. It looks a lot like a zip but yes it's different; it also has stuff inside that's extractable like a zip file. Come on now, not all of us had computers in high school, nor are we all computer experts. We know jar is a file extension but that doesn't necessarily mean we know exactly what a jar file IS or how it functions.

    So I've got the Forge installation jar file on my desktop...... fine. Again, I'm asking WHAT DO I DO WITH IT???

    The instructions here say to "use the installer to run Forge." What the heck does that mean? Using an installer implies something executable but that jar file on my desktop is certainly not executable. Can you not see how useless that instruction is to many of us? Do we simply drag the whole thing over? Do we open it on desktop and drag some... or all of it over? Does anything need to be deleted?


    Some jar files are executable while others may just contain libraries or other Java related files. Mods fall into the latter category while the forge Jar falls under the first. Jars are basically like .exe's or .app's. Unless something has changed with your Java installation, simply clicking (double clicking) should run the jar.

    Honest to god, calm down. If you don't know something, go search for the answer instead of whining. You easily could have looked at the official Minecraft Forge forums to figure/find this out. The directions are there. They cover your concerns and give you all the information you need to know. Your confusion stems from your ignorance and frustration. Stop wasting our time and energy. Go do your own research and reading for once.
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from ATOJAR1

    Hey guys, Hopefully somebody can help me out here ... Whenever i use this launcher i get ground flickering in game, Like random places on the ground flicker and i can see the dundgeons below ground! .... When i use Minecrafts standard laucher i dont have this issue.

    In the Magic launcher setup ive added Optifine HD UB4, Ive changed the window size too 1920x1200 and ive added 4096 to the memory option.

    The game starts fine and runs smooth but just the flickering on the floor, Could anybody advise?

    Thanks.


    This is an Optifine problem (well really, likely a user error). The first thing mentioned right before the download link is the following:
    "The option "Video Settings -> Chunk Loading" switches between Standard, Smooth and Multi-Core chunk loading. When using "Chunk Loading: Multi-Core" make sure to Disable "Threaded Optimization" / "OpenGL Threading" in the graphics card control panel (example). For best results disable it globally, not only for java.exe or minecraft.exe."

    Either you did not do this (shame on you) or something else is interfering with multithreading or chunk loading. If you still can't solve the issue by either disabling threading in your GPU options panel or not using Multi-Core Chunk Loading, then bring it to the Optifine thread.
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from CaptainKirk55

    When I try to open Magic Launcher, it works just fine, but then when I try to open the game, it says version 1.5.2. I try to relocate my .minecraft, and make it say 1.6.2, but it doesn't work! PLEASE HELP!

    *** MagicMinecraftLauncher 1.1.7 ***
    LCP: C:\Users\Wyatt\Desktop\Lol\BetterSprinting_1.6.2_SSP_v11.zip;C:\Users\Wyatt\AppData\Roaming\.minecraft\minecraft.jar;bin/jinput.jar;bin/lwjgl.jar;bin/lwjgl_util.jar
    MainClass: net.minecraft.client.Minecraft
    java.lang.ClassNotFoundException: net.minecraft.client.Minecraft
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at magic.launcher.Launcher.main(Unknown Source)


    You are missing the lwjgl files. They are crucial files that are required by minecraft to run. For versions before 1.6, they are in the .minecraft/bin/ folder. With the change of the new launcher, they are now in a different place in order to correctly add the game profiles feature. When you tell it to use another .minecraft directory, it really is only half moving it. All the personal specific/user stuff is put where you want to to go (mods, config files, server.dat, etc). The binaries are still located in Roaming/.minecraft/. You moving the entire folder elsewhere basically made all the files go missing from the perspective of any launcher.

    You have to run the normal launcher at least once so that it downloads the proper files. It will put these files in the AppData/Roaming/.minecraft/ folder. Magiclauncher will use these files as well as the user specific data in the custom .minecraft directory you chose. It will not use the binaries there.
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from Crawfish

    Okay, I need some help. for my friend. She's not exactly tech-savvy, y'see. She had to download this three times because she kept saving it to somewhere she couldn't find...

    Ever since updating to Java 7, she's been receiving this log when trying to start Magic Launcher.
    MagicLauncher 1.1.7
    java.home: C:\Program Files (x86)\Java\jre7
    java.runtime.name: Java(TM) SE Runtime Environment
    java.runtime.version: 1.7.0_25-b17
    os.name: Windows 7
    os.version: 6.1
    os.arch: x86
    sun.arch.data.model: 32
    *** Starting Minecraft ***
    Profile: Default
    Environment: Classic
    Minecraft version: 1.5.2
    Minecraft.jar: minecraft.jar
    Mods:
    minecraftforge-universal-1.5.2-7.8.0.684.zip
    OptiFine_1.5.2_HD_U_D3.zip
    backpack-1.9.11-1.5.2.zip
    Pam's HarvestCraft 1.5.2.zip
    Pam's Weee Flowers 1.01 - MC 1.5.2.zip
    PetBat_1.5.2.zip
    TF2_Teleporter_1.5.2a.zip
    TooManyItems2013_04_25_1.5.2.zip
    CraftGuide-1.6.7.2.zip
    Inactive external mods:
    Inactive core mods:
    Java path: C:\Program Files (x86)\Java\jre7\bin\java
    Memory: 2048 MB
    LauncherPath: /C:/Users/Pegpepsi/Desktop/Magic Launcher 1.1.7.exe
    Main class: net.minecraft.client.Minecraft
    Error occurred during initialization of VM
    Could not reserve enough space for object heap
    Error: Could not create the Java Virtual Machine.
    Error: A fatal exception has occurred. Program will exit.

    No idea what it means. We tried uninstalling and reinstalling Java, Minecraft and the Magic Launcher.


    I believe you are trying to allocate and reserve more memory (the log shows 2048 MB) than what is available on your friend's machine. Even if your friend has more than 2GB of RAM installed, other programs, including the operating system, use a significant portion of that. Do not fret, this can be fixed.

    You can change the amount of RAM allocated to Minecraft in Setup -> Advanced. Start at 256 MB and see if that works. Increase this value if your friend encounters frequent "Out of Memory" errors. 512MB to 1024MB is probably in the safer range.
    Posted in: Minecraft Tools
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    posted a message on [Freeuse, No permission needed] FpsPlus 1.5.2-1.7.10+Source
    I went ahead and used a decompiler to verify that the mod does what the author says it does. As expected, it did not seem to change anything on my machine (it is sufficiently powerful). EDIT: Since it might be useful to some, my specs are 2.7Gz i7, 16GB RAM, NVidia GeForce GT 650M. I confine the Java VM to 4GB though.

    I appreciate the efforts by the author to re-implement previous work for the purpose of being compatible with updates. However, ever since the original fishtaco release, I have been quite skeptical about the effectiveness of these mods. Rendering is by far the most intensive process, followed up by chunk loading (dependent on storage device and OS activity). It simply does not make sense that changing the sine and cosine functions can have a significant impact. I will admit that any difference that does happen to exist would more so be present in a significantly low power machine (likely with integrated GPU; e.g. netbooks).

    I would like to see some proper benchmarking and testing at this point. How often are these functions actually being used in the game? Where are they being used? Are they relatively intensive at all in respect to the grand scheme of things? Just modify the code to include a counter for these function calls that prints to console every 10 seconds or similar. Instead of having users load up clients and claim "ZOMG 200% FPS BOOST", demonstrate that such an improvement is even possible due to this modification. Did you even test to see if your newly implemented functions actually are faster to a noticeable degree (not in Minecraft, but raw execution)?

    Quote from 123mjjmjj

    Hi please can i have the source code to look at. what about making it load from the mods folder in forge as well?


    Assuming you do not have an SDE, a Java Decompiler will allow you to read the code. Even though it is obfuscated, it is very straight forward.

    Quote from abandenz

    I PM'd you


    Why did you bother to make this post? He will receive your message and see that you sent him one. No need to inform everyone else.

    Quote from Kodehawa

    I don't care. I use 1.6.2

    Now let's a comparison, the same, but without this mod installed (Same mods as before but without FpsPlus.)

    Edit: Now I see that the log it's here. But it doesn't matter. You can view the huge FPS difference :)

    P.S: Tested and I get 25 - 48 FPS in practically all biomes. Excepting Tundra and Jungle, will be for obvious reasons :)


    From your log, I can see that your game was in the process of saving chunks. You did not even give the game enough time to initialize everything. I suspect a lot of the difference you are seeing is exactly this. I suggest comparing more carefully.
    Posted in: Minecraft Mods
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    I know that it is on your TODO list, but I highly recommend prioritizing the discontinuation of lastlogin files (I would particularly appreciate it myself). With the current setup, you might as well just store user credentials in plaintext.

    I am wondering, is the Magic Launcher donation page different from the Optifine donation page for a reason (Other than the cape)? I was under the impression that the donations support both projects when I made a contribution.
    Posted in: Minecraft Tools
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    posted a message on Something you MIGHT not know about Minecraft.
    I am reasonably convinced that, contrary to popular opinion, generalized Minecraft is NOT Turing-Complete.

    Here's what I mean by generalized Minecraft.

    Generalizations:
    • No chunk limitations. All chunks are loaded and can be infinitely generated. Infinite blockspace is available.
    • No PC, OS, Java, CPU, RAM, HDD limitations (e.g. no 64-bit limit). Only focus on what the mechanics theoretically do as intended.
    • Players can build in creative mode.
    • Assume input tape works.
    Limitations:
    • Superflat Redstone Preset (this most likely does not matter)
    • No command blocks
    • No infinite tiling of player made machines.
    • Only a predetermined constant number of mobs
    • No RNG
    • No Player Intervention (If this was allowed, then even an infinitely long piece of paper and endless pencil is "Turing-Complete")
    I suspect all of these limitations, besides infinite tiling and player intervention, can be removed. I'm working on proving it.

    I know that generalized Minecraft + Pure RNG is NOT Turing-Complete iff generalized Minecraft is not.
    I know that generalized Minecraft + Tiled Machines + Command Blocks is Turing-Complete.

    Once I finish writing and verifying a paper (draft) on this topic, I will post it and look forward to feedback.
    Posted in: Discussion
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    posted a message on Can Someone "Copyright" a Randomely Generated World Seed on Minecraft?
    Quote from SeaWry

    Read a whole thread before responding on this again.
    Everyone pretty much did post edits. The originality was terrain gen by the seed, now its the seed number as well seed copyright.


    I screened every post at least two times before contributing. In doing so, I noticed that you pointed out that editing had occurred. I also observed that you were actually confused about topic and only realized this later. Up until CyberFlux posted (he still might not be guilty of the same), you were the only one that made this error. The edit you mentioned from IronMagus had no relation to your confusion. He edited to address the Wikipedia reliability issue. InfoTeddy's statement as you had quoted it, was, in essence, correct. Even if it was edited afterwards, your quote would not reflect that change. Since I respect his contribution, I responded to counteract your unfair objection, which you still choose not to retract.

    To follow up on the copyright discussion. Keep in mind that international copyright protections differ from copyright law in the United States. There are many agreements and treaties that treat intellectual property disputes differently. Unfortunately, I do not have more to offer on this subject.
    Posted in: Discussion
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    posted a message on Can Someone "Copyright" a Randomely Generated World Seed on Minecraft?
    Quote from FlaminBurrito2
    So the question is, can someone copyright a randomly generated world seed on Minecraft?

    Copyright is meant to protect creative works. Random numbers do not qualify, nor does this situation.
    There are two exceptions I can think of: 1. Encryption keys for DRM and 2. A published book containing random numbers.
    In both of these cases, the random number itself is not the protected work.

    Quote from SeaWry
    Bogus, there is no such proof of that, nowhere, not even in the raw source code.

    False

    Quote from Puredarkness
    one problem- the wiki isn't always reliable. If I wanted to, I could change the wiki so it says I own minecraft or Herobrine is real (both are OBVIOUSLY not true). Could have been made by someone who was with the guy on the system time thing.

    This is a ridiculous objection. If you want to confirm that this is not the case, look at the edit history. Presenting a single hypothetical scenario does not imply that a claim is not likely to be true. If you stick with this objection, then you have to apply the same standard to the rest of the Minecraft Wiki, too. This standard is not practical, especially since we can agree that most of the content is accurate.

    Quote from IronMagus
    I edited my post to cover this point. If it doesn't use the system clock, then what does it use?

    There are other sources of entropy, but Java uses the clock as you suspected. It then uses an LCG to attempt to distribute the entropy equally across a finite set of numbers. I remember Minecraft using Java's default Random class in the past, but this could have changed by now.
    public Random() { this(++seedUniquifier + System.nanoTime()); }
    private static volatile long seedUniquifier = 8682522807148012L;
    Source: http://grepcode.com/...til/Random.java


    Quote from Dbn404
    A computer exists solely in the realm of logics, so there is nothing truly random about it

    There are certainly mathematical logic that includes probabilistic predicates and operators. In fact, many capture notions of general computation (ex. BPP and PP complexity classes). You are correct that deterministic computers cannot generate random bits themselves, but they can get them from elsewhere. Household computers are capable of this to a reasonable degree. There is specialized hardware (USB keys and PCI cards) that have the sole purpose of generating random numbers based on external noise. Finally, quantum computers use both randomness and entanglement to theoretically perform computations quicker. It is really as random as you can get as far as our understanding of physics is concerned.
    Posted in: Discussion
  • 1

    posted a message on Help! Help! Mob System Efficiency?
    I've encountered this issue before and discovered two reasons as to why this occurs in SMP:
    1. Players share the mob cap when they are in the same dimension. Since others are in areas that are not well lit up, most of the mobs are going to spawn over by them. If they enter a different dimension and the area that they were in unloads, your mob spawn rate should return to normal. I investigated this issue here: http://www.minecraft.../#entry22990304
    2. The server might nerf mob spawning around people that AFK. I have observed that when I AFK around hostile/neutral mob farms, the server eventually halts spawning. Crossing a chunk border might remedy this (Hint: Use a minecart track). I have not done extensive testing to confirm this, but I observed this phenomenon in this thread: http://www.minecraft.../#entry22922847
    The E number in the debug menu refers to any entities rendered around you. The entity render radius is much smaller than the chunk loading radius. Turning off Advanced OpenGL gives you a more accurate count since it will include entities that you are not looking at. Dropped items, item frames, minecarts, the player, etc. are all entities that are included in this count.

    Hope this helps!

    EDIT: Added section about entity counts.
    Posted in: Discussion
  • 2

    posted a message on Are Mob Caps Shared Between Dimensions in SMP? [Answered]
    From the lack of responses and the number of views, I imagine that this information is not common knowledge. We ran a couple tests on our private survival server (vanilla) to attempt to answer this. We think that we were successful.

    TL;DR: Mob caps were experimentally observed to NOT be shared. Mob counts did not make any noticeable impact.

    Test:
    Setup & Approach:
    We used two players to load a pair of dimensions on the same server at the same time. For some tests, one player stood by an overworld zombie spawner (part of an xp farm) and collected many zombies. The other player visited different to observe the impact of the overworld mobs on the number of mobs in the other dimensions. We did not do tests with two players in the same dimension since the effect on mob caps is easily observed.

    For each location, the second player traveled >150 blocks away from the test region and back. This was to unload the chunks and reload them in a fresh state. In the End, the second player flew 300 blocks out and back in creative mode.

    Mob Cap Upperbound (Using formula on Wiki):
    Hostile Mob Cap = 70 * Chunks Loaded/256 <= 70 * (16 + 17^2)/256 = 167 mobs
    *The 16 chunks were added to account for spawn chunks (always loaded)

    Data:
    Artificial Light Coverage for Test Regions:
    Zombie Farm: <50% lit [Not Important]
    Overworld Test Area: 0% lit
    Nether Test Area: 0-5% lit [Not Important]
    End Test Area: 60% lit

    The number of zombies spawned before tests began: 250+

    These numbers reflect the entity count around player #2 (P2) in various locations:
    Observed Norms (P1):
    Overworld: 100 +- 5 entities [Peak: 130] (Biome: Ocean; Night)
    Nether: 60 +- 10 entities [Peak: 90]
    End: 60 +- 10 entities [Peak: 80]

    Observed Variations:
    When P1 was at the zombie spawner, P2 only observed 8+-4 entities total in the overworld (Control)
    No other variations between pairs of dimensions were observed, even with the zombie spawner. This includes the pair, (End, Nether)

    Conclusion:
    No variations were detected based on any pair of distinct dimensions. We can easily conclude that the caps are not shared. It is possible that each formula counts chunks no matter where players are located. This would only increase the mob caps in each region.
    Posted in: Discussion
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